Merge branch 'master' into terencehill/bot_ai
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / bot / default / bot.qc
1 #include "bot.qh"
2
3 #include "cvars.qh"
4
5 #include "aim.qh"
6 #include "navigation.qh"
7 #include "scripting.qh"
8 #include "waypoints.qh"
9
10 #include "havocbot/havocbot.qh"
11 #include "havocbot/scripting.qh"
12
13 #include "../../teamplay.qh"
14
15 #include "../../antilag.qh"
16 #include "../../autocvars.qh"
17 #include "../../campaign.qh"
18 #include "../../client.qh"
19 #include "../../constants.qh"
20 #include "../../defs.qh"
21 #include "../../race.qh"
22 #include <common/t_items.qh>
23
24 #include <server/mutators/_mod.qh>
25
26 #include "../../weapons/accuracy.qh"
27
28 #include <common/physics/player.qh>
29 #include <common/constants.qh>
30 #include <common/net_linked.qh>
31 #include <common/mapinfo.qh>
32 #include <common/teams.qh>
33 #include <common/util.qh>
34
35 #include <server/scores_rules.qh>
36
37 #include <common/weapons/_all.qh>
38
39 #include <lib/csqcmodel/sv_model.qh>
40
41 #include <lib/warpzone/common.qh>
42 #include <lib/warpzone/util_server.qh>
43
44 // TODO: remove this function! its only purpose is to update these fields since bot_setnameandstuff is called before ClientState
45 void bot_setclientfields(entity this)
46 {
47         CS(this).cvar_cl_accuracy_data_share = 1;  // share the bots weapon accuracy data with the world
48         CS(this).cvar_cl_accuracy_data_receive = 0;  // don't receive any weapon accuracy data
49 }
50
51 entity bot_spawn()
52 {
53         entity bot = spawnclient();
54         if (bot)
55         {
56                 setItemGroupCount();
57                 currentbots = currentbots + 1;
58                 bot_setnameandstuff(bot);
59                 ClientConnect(bot);
60                 bot_setclientfields(bot);
61                 PutClientInServer(bot);
62         }
63         return bot;
64 }
65
66 void bot_think(entity this)
67 {
68         if (this.bot_nextthink > time)
69                 return;
70
71         this.flags &= ~FL_GODMODE;
72         if(autocvar_bot_god)
73                 this.flags |= FL_GODMODE;
74
75         this.bot_nextthink = max(time, this.bot_nextthink) + max(0.01, autocvar_bot_ai_thinkinterval * (0.5 ** this.bot_aiskill) * min(14 / (skill + 14), 1));
76
77         if (!IS_PLAYER(this) || (autocvar_g_campaign && !campaign_bots_may_start))
78         {
79                 CS(this).movement = '0 0 0';
80                 this.bot_nextthink = time + 0.5;
81                 return;
82         }
83
84         if (this.fixangle)
85         {
86                 this.v_angle = this.angles;
87                 this.v_angle_z = 0;
88                 this.fixangle = false;
89         }
90
91         this.dmg_take = 0;
92         this.dmg_save = 0;
93         this.dmg_inflictor = NULL;
94
95         // calculate an aiming latency based on the skill setting
96         // (simulated network latency + naturally delayed reflexes)
97         //this.ping = 0.7 - bound(0, 0.05 * skill, 0.5); // moved the reflexes to bot_aimdir (under the name 'think')
98         // minimum ping 20+10 random
99         CS(this).ping = bound(0,0.07 - bound(0, (skill + this.bot_pingskill) * 0.005,0.05)+random()*0.01,0.65); // Now holds real lag to server, and higer skill players take a less laggy server
100         // skill 10 = ping 0.2 (adrenaline)
101         // skill 0 = ping 0.7 (slightly drunk)
102
103         // clear buttons
104         PHYS_INPUT_BUTTON_ATCK(this) = false;
105         PHYS_INPUT_BUTTON_JUMP(this) = false;
106         PHYS_INPUT_BUTTON_ATCK2(this) = false;
107         PHYS_INPUT_BUTTON_ZOOM(this) = false;
108         PHYS_INPUT_BUTTON_CROUCH(this) = false;
109         PHYS_INPUT_BUTTON_HOOK(this) = false;
110         PHYS_INPUT_BUTTON_INFO(this) = false;
111         PHYS_INPUT_BUTTON_DRAG(this) = false;
112         PHYS_INPUT_BUTTON_CHAT(this) = false;
113         PHYS_INPUT_BUTTON_USE(this) = false;
114
115         if (time < game_starttime)
116         {
117                 // block the bot during the countdown to game start
118                 CS(this).movement = '0 0 0';
119                 this.bot_nextthink = game_starttime;
120                 return;
121         }
122
123         // if dead, just wait until we can respawn
124         if (IS_DEAD(this))
125         {
126                 if (bot_waypoint_queue_owner == this)
127                         bot_waypoint_queue_owner = NULL;
128                 this.aistatus = 0;
129                 CS(this).movement = '0 0 0';
130                 if (this.deadflag == DEAD_DEAD)
131                 {
132                         PHYS_INPUT_BUTTON_JUMP(this) = true; // press jump to respawn
133                         navigation_goalrating_timeout_force(this);
134                 }
135         }
136         else if(this.aistatus & AI_STATUS_STUCK)
137                 navigation_unstuck(this);
138
139         // now call the current bot AI (havocbot for example)
140         this.bot_ai(this);
141 }
142
143 void bot_setnameandstuff(entity this)
144 {
145         string readfile, s;
146         float file, tokens, prio;
147
148         string bot_name, bot_model, bot_skin, bot_shirt, bot_pants;
149         string name, prefix, suffix;
150
151         if(autocvar_g_campaign)
152         {
153                 prefix = "";
154                 suffix = "";
155         }
156         else
157         {
158                 prefix = autocvar_bot_prefix;
159                 suffix = autocvar_bot_suffix;
160         }
161
162         file = fopen(autocvar_bot_config_file, FILE_READ);
163
164         if(file < 0)
165         {
166                 LOG_INFOF("Error: Can not open the bot configuration file '%s'", autocvar_bot_config_file);
167                 readfile = "";
168         }
169         else
170         {
171                 RandomSelection_Init();
172                 while((readfile = fgets(file)))
173                 {
174                         if(substring(readfile, 0, 2) == "//")
175                                 continue;
176                         if(substring(readfile, 0, 1) == "#")
177                                 continue;
178                         tokens = tokenizebyseparator(readfile, "\t");
179                         if(tokens == 0)
180                                 continue;
181                         s = argv(0);
182                         prio = 1;
183                         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
184                                 if(s == it.cleanname)
185                                 {
186                                         prio = 0;
187                                         break;
188                                 }
189                         });
190                         RandomSelection_AddString(readfile, 1, prio);
191                 }
192                 readfile = RandomSelection_chosen_string;
193                 fclose(file);
194         }
195
196         tokens = tokenizebyseparator(readfile, "\t");
197         if(argv(0) != "") bot_name = argv(0);
198         else bot_name = "Bot";
199
200         if(argv(1) != "") bot_model = argv(1);
201         else bot_model = "";
202
203         if(argv(2) != "") bot_skin = argv(2);
204         else bot_skin = "0";
205
206         if(argv(3) != "" && stof(argv(3)) >= 0) bot_shirt = argv(3);
207         else bot_shirt = ftos(floor(random() * 15));
208
209         if(argv(4) != "" && stof(argv(4)) >= 0) bot_pants = argv(4);
210         else bot_pants = ftos(floor(random() * 15));
211
212         this.bot_forced_team = stof(argv(5));
213
214         prio = 6;
215
216         #define READSKILL(f, w, r) MACRO_BEGIN { \
217                 if(argv(prio) != "") \
218                         this.f = stof(argv(prio)) * w; \
219                 else \
220                         this.f = (!autocvar_g_campaign) * (2 * random() - 1) * r * w; \
221                 prio++; \
222         } MACRO_END
223         //print(bot_name, ": ping=", argv(9), "\n");
224
225         READSKILL(havocbot_keyboardskill, 0.5, 0.5); // keyboard skill
226         READSKILL(bot_moveskill, 2, 0); // move skill
227         READSKILL(bot_dodgeskill, 2, 0); // dodge skill
228
229         READSKILL(bot_pingskill, 0.5, 0); // ping skill
230
231         READSKILL(bot_weaponskill, 2, 0); // weapon skill
232         READSKILL(bot_aggresskill, 1, 0); // aggre skill
233         READSKILL(bot_rangepreference, 1, 0); // read skill
234
235         READSKILL(bot_aimskill, 2, 0); // aim skill
236         READSKILL(bot_offsetskill, 2, 0.5); // offset skill
237         READSKILL(bot_mouseskill, 1, 0.5); // mouse skill
238
239         READSKILL(bot_thinkskill, 1, 0.5); // think skill
240         READSKILL(bot_aiskill, 2, 0); // "ai" skill
241
242         this.bot_config_loaded = true;
243
244         // this is really only a default, JoinBestTeam is called later
245         setcolor(this, stof(bot_shirt) * 16 + stof(bot_pants));
246         this.bot_preferredcolors = this.clientcolors;
247
248         // pick the name
249         if (autocvar_bot_usemodelnames)
250                 name = bot_model;
251         else
252                 name = bot_name;
253
254         // number bots with identical names
255         int j = 0;
256         FOREACH_CLIENT(IS_BOT_CLIENT(it), {
257                 if(it.cleanname == name)
258                         ++j;
259         });
260         if (j)
261                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, "(", ftos(j), ")", suffix));
262         else
263                 this.netname = this.netname_freeme = strzone(strcat(prefix, name, suffix));
264
265         this.cleanname = strzone(name);
266
267         // pick the model and skin
268         if(substring(bot_model, -4, 1) != ".")
269                 bot_model = strcat(bot_model, ".iqm");
270         this.playermodel = this.playermodel_freeme = strzone(strcat("models/player/", bot_model));
271         this.playerskin = this.playerskin_freeme = strzone(bot_skin);
272 }
273
274 void bot_custom_weapon_priority_setup()
275 {
276         float tokens, i, w;
277
278         bot_custom_weapon = false;
279
280         if(     autocvar_bot_ai_custom_weapon_priority_far == "" ||
281                 autocvar_bot_ai_custom_weapon_priority_mid == "" ||
282                 autocvar_bot_ai_custom_weapon_priority_close == "" ||
283                 autocvar_bot_ai_custom_weapon_priority_distances == ""
284         )
285                 return;
286
287         // Parse distances
288         tokens = tokenizebyseparator(autocvar_bot_ai_custom_weapon_priority_distances," ");
289
290         if (tokens!=2)
291                 return;
292
293         bot_distance_far = stof(argv(0));
294         bot_distance_close = stof(argv(1));
295
296         if(bot_distance_far < bot_distance_close){
297                 bot_distance_far = stof(argv(1));
298                 bot_distance_close = stof(argv(0));
299         }
300
301         // Initialize list of weapons
302         bot_weapons_far[0] = -1;
303         bot_weapons_mid[0] = -1;
304         bot_weapons_close[0] = -1;
305
306         // Parse far distance weapon priorities
307         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_far)," ");
308
309         int c = 0;
310         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
311                 w = stof(argv(i));
312                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
313                         bot_weapons_far[c] = w;
314                         ++c;
315                 }
316         }
317         if(c < Weapons_COUNT)
318                 bot_weapons_far[c] = -1;
319
320         // Parse mid distance weapon priorities
321         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_mid)," ");
322
323         c = 0;
324         for(i=0; i < tokens && c < Weapons_COUNT; ++i){
325                 w = stof(argv(i));
326                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
327                         bot_weapons_mid[c] = w;
328                         ++c;
329                 }
330         }
331         if(c < Weapons_COUNT)
332                 bot_weapons_mid[c] = -1;
333
334         // Parse close distance weapon priorities
335         tokens = tokenizebyseparator(W_NumberWeaponOrder(autocvar_bot_ai_custom_weapon_priority_close)," ");
336
337         c = 0;
338         for(i=0; i < tokens && i < Weapons_COUNT; ++i){
339                 w = stof(argv(i));
340                 if ( w >= WEP_FIRST && w <= WEP_LAST) {
341                         bot_weapons_close[c] = w;
342                         ++c;
343                 }
344         }
345         if(c < Weapons_COUNT)
346                 bot_weapons_close[c] = -1;
347
348         bot_custom_weapon = true;
349 }
350
351 void bot_endgame()
352 {
353         bot_relinkplayerlist();
354         entity e = bot_list;
355         while (e)
356         {
357                 setcolor(e, e.bot_preferredcolors);
358                 e = e.nextbot;
359         }
360         // if dynamic waypoints are ever implemented, save them here
361 }
362
363 void bot_relinkplayerlist()
364 {
365         player_count = 0;
366         currentbots = 0;
367         bot_list = NULL;
368
369         entity prevbot = NULL;
370         FOREACH_CLIENT(true,
371         {
372                 ++player_count;
373
374                 if(IS_BOT_CLIENT(it))
375                 {
376                         if(prevbot)
377                                 prevbot.nextbot = it;
378                         else
379                                 bot_list = it;
380                         prevbot = it;
381                         ++currentbots;
382                 }
383         });
384         if(prevbot)
385                 prevbot.nextbot = NULL;
386         LOG_TRACE("relink: ", ftos(currentbots), " bots seen.");
387         bot_strategytoken = bot_list;
388         bot_strategytoken_taken = true;
389 }
390
391 void bot_clientdisconnect(entity this)
392 {
393         if (!IS_BOT_CLIENT(this))
394                 return;
395         bot_clearqueue(this);
396         strfree(this.cleanname);
397         strfree(this.netname_freeme);
398         strfree(this.playermodel_freeme);
399         strfree(this.playerskin_freeme);
400         if(this.bot_cmd_current)
401                 delete(this.bot_cmd_current);
402         if(bot_waypoint_queue_owner == this)
403                 bot_waypoint_queue_owner = NULL;
404 }
405
406 void bot_clientconnect(entity this)
407 {
408         if (!IS_BOT_CLIENT(this)) return;
409         this.bot_preferredcolors = this.clientcolors;
410         this.bot_nextthink = time - random();
411         this.lag_func = bot_lagfunc;
412         this.isbot = true;
413         this.createdtime = this.bot_nextthink;
414
415         if(!this.bot_config_loaded) // This is needed so team overrider doesn't break between matches
416         {
417                 bot_setnameandstuff(this);
418                 bot_setclientfields(this);
419         }
420
421         if(this.bot_forced_team==1)
422                 this.team = NUM_TEAM_1;
423         else if(this.bot_forced_team==2)
424                 this.team = NUM_TEAM_2;
425         else if(this.bot_forced_team==3)
426                 this.team = NUM_TEAM_3;
427         else if(this.bot_forced_team==4)
428                 this.team = NUM_TEAM_4;
429         else
430                 JoinBestTeam(this, true);
431
432         havocbot_setupbot(this);
433 }
434
435 void bot_removefromlargestteam()
436 {
437         CheckAllowedTeams(NULL);
438         GetTeamCounts(NULL);
439
440         entity best = NULL;
441         float besttime = 0;
442         int bestcount = 0;
443
444         int bcount = 0;
445         FOREACH_CLIENT(it.isbot,
446         {
447                 ++bcount;
448
449                 if(!best)
450                 {
451                         best = it;
452                         besttime = it.createdtime;
453                 }
454
455                 int thiscount = 0;
456
457                 switch(it.team)
458                 {
459                         case NUM_TEAM_1: thiscount = c1; break;
460                         case NUM_TEAM_2: thiscount = c2; break;
461                         case NUM_TEAM_3: thiscount = c3; break;
462                         case NUM_TEAM_4: thiscount = c4; break;
463                 }
464
465                 if(thiscount > bestcount)
466                 {
467                         bestcount = thiscount;
468                         besttime = it.createdtime;
469                         best = it;
470                 }
471                 else if(thiscount == bestcount && besttime < it.createdtime)
472                 {
473                         besttime = it.createdtime;
474                         best = it;
475                 }
476         });
477         if(!bcount)
478                 return; // no bots to remove
479         currentbots = currentbots - 1;
480         dropclient(best);
481 }
482
483 void bot_removenewest()
484 {
485         if(teamplay)
486         {
487                 bot_removefromlargestteam();
488                 return;
489         }
490
491         float besttime = 0;
492         entity best = NULL;
493         int bcount = 0;
494
495         FOREACH_CLIENT(it.isbot,
496         {
497                 ++bcount;
498
499                 if(!best)
500                 {
501                         best = it;
502                         besttime = it.createdtime;
503                 }
504
505                 if(besttime < it.createdtime)
506                 {
507                         besttime = it.createdtime;
508                         best = it;
509                 }
510         });
511
512         if(!bcount)
513                 return; // no bots to remove
514
515         currentbots = currentbots - 1;
516         dropclient(best);
517 }
518
519 void autoskill(float factor)
520 {
521         float bestbot;
522         float bestplayer;
523
524         bestbot = -1;
525         bestplayer = -1;
526         FOREACH_CLIENT(IS_PLAYER(it), {
527                 if(IS_REAL_CLIENT(it))
528                         bestplayer = max(bestplayer, it.totalfrags - it.totalfrags_lastcheck);
529                 else
530                         bestbot = max(bestbot, it.totalfrags - it.totalfrags_lastcheck);
531         });
532
533         LOG_DEBUG("autoskill: best player got ", ftos(bestplayer), ", ");
534         LOG_DEBUG("best bot got ", ftos(bestbot), "; ");
535         if(bestbot < 0 || bestplayer < 0)
536         {
537                 LOG_DEBUG("not doing anything");
538                 // don't return, let it reset all counters below
539         }
540         else if(bestbot <= bestplayer * factor - 2)
541         {
542                 if(autocvar_skill < 17)
543                 {
544                         LOG_DEBUG("2 frags difference, increasing skill");
545                         cvar_set("skill", ftos(autocvar_skill + 1));
546                         bprint("^2SKILL UP!^7 Now at level ", ftos(autocvar_skill), "\n");
547                 }
548         }
549         else if(bestbot >= bestplayer * factor + 2)
550         {
551                 if(autocvar_skill > 0)
552                 {
553                         LOG_DEBUG("2 frags difference, decreasing skill");
554                         cvar_set("skill", ftos(autocvar_skill - 1));
555                         bprint("^1SKILL DOWN!^7 Now at level ", ftos(autocvar_skill), "\n");
556                 }
557         }
558         else
559         {
560                 LOG_DEBUG("not doing anything");
561                 return;
562                 // don't reset counters, wait for them to accumulate
563         }
564
565         FOREACH_CLIENT(IS_PLAYER(it), { it.totalfrags_lastcheck = it.totalfrags; });
566 }
567
568 void bot_calculate_stepheightvec()
569 {
570         stepheightvec = autocvar_sv_stepheight * '0 0 1';
571         jumpheight_vec = (autocvar_sv_jumpvelocity ** 2) / (2 * autocvar_sv_gravity) * '0 0 1';
572         jumpstepheightvec = stepheightvec + jumpheight_vec * 0.85; // reduce it a bit to make the jumps easy
573 }
574
575 float bot_fixcount()
576 {
577         int activerealplayers = 0;
578         int realplayers = 0;
579         if (MUTATOR_CALLHOOK(Bot_FixCount, activerealplayers, realplayers)) {
580                 activerealplayers = M_ARGV(0, int);
581                 realplayers = M_ARGV(1, int);
582         } else {
583                 FOREACH_CLIENT(IS_REAL_CLIENT(it), {
584                         if(IS_PLAYER(it))
585                                 ++activerealplayers;
586                         ++realplayers;
587                 });
588         }
589
590         int bots;
591         // add/remove bots if needed to make sure there are at least
592         // minplayers+bot_number, or remove all bots if no one is playing
593         // But don't remove bots immediately on level change, as the real players
594         // usually haven't rejoined yet
595         bots_would_leave = false;
596         if (teamplay && autocvar_bot_vs_human && AvailableTeams() == 2)
597                 bots = min(ceil(fabs(autocvar_bot_vs_human) * activerealplayers), maxclients - realplayers);
598         else if ((realplayers || autocvar_bot_join_empty || (currentbots > 0 && time < 5)))
599         {
600                 float realminplayers, minplayers;
601                 realminplayers = autocvar_minplayers;
602                 minplayers = max(0, floor(realminplayers));
603
604                 float realminbots, minbots;
605                 realminbots = autocvar_bot_number;
606                 minbots = max(0, floor(realminbots));
607
608                 bots = min(max(minbots, minplayers - activerealplayers), maxclients - realplayers);
609                 if(bots > minbots)
610                         bots_would_leave = true;
611         }
612         else
613         {
614                 // if there are no players, remove bots
615                 bots = 0;
616         }
617
618         // only add one bot per frame to avoid utter chaos
619         if(time > botframe_nextthink)
620         {
621                 if (currentbots < bots)
622                 {
623                         if (bot_spawn() == NULL)
624                         {
625                                 bprint("Can not add bot, server full.\n");
626                                 return false;
627                         }
628                 }
629                 while (currentbots > bots)
630                         bot_removenewest();
631         }
632
633         return true;
634 }
635
636 void bot_remove_from_bot_list(entity this)
637 {
638         entity e = bot_list;
639         entity prev_bot = NULL;
640         while (e)
641         {
642                 if(e == this)
643                 {
644                         if(!prev_bot)
645                                 bot_list = this.nextbot;
646                         else
647                                 prev_bot.nextbot = this.nextbot;
648                         if(bot_strategytoken == this)
649                         {
650                                 bot_strategytoken = this.nextbot;
651                                 bot_strategytoken_taken = true;
652                         }
653                         this.nextbot = NULL;
654                         break;
655                 }
656                 prev_bot = e;
657                 e = e.nextbot;
658         }
659 }
660
661 void bot_clear(entity this)
662 {
663         bot_remove_from_bot_list(this);
664         if(bot_waypoint_queue_owner == this)
665                 bot_waypoint_queue_owner = NULL;
666         this.aistatus &= ~AI_STATUS_STUCK; // otherwise bot_waypoint_queue_owner will be set again to this by navigation_unstuck
667 }
668
669 void bot_serverframe()
670 {
671         if (intermission_running && currentbots > 0)
672         {
673                 // after the end of the match all bots stay unless all human players disconnect
674                 int realplayers = 0;
675                 FOREACH_CLIENT(IS_REAL_CLIENT(it), { ++realplayers; });
676                 if (!realplayers)
677                 {
678                         FOREACH_CLIENT(IS_BOT_CLIENT(it), { dropclient(it); });
679                         currentbots = 0;
680                 }
681                 return;
682         }
683
684         if (game_stopped)
685                 return;
686
687         // Added 0.5 to avoid possible addition + immediate removal of bots that would make them appear as
688         // spectators in the scoreboard and never go away. This issue happens at time 2 if map is changed
689         // with the gotomap command, minplayers is > 1 and human clients join as players very soon
690         // either intentionally or automatically (sv_spectate 0)
691         if (time < 2.5)
692         {
693                 currentbots = -1;
694                 return;
695         }
696
697         if (currentbots == -1)
698         {
699                 // count bots already in the server from the previous match
700                 currentbots = 0;
701                 FOREACH_CLIENT(IS_BOT_CLIENT(it), { ++currentbots; });
702         }
703
704         if(autocvar_skill != skill)
705         {
706                 float wpcost_update = false;
707                 if(skill >= autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill < autocvar_bot_ai_bunnyhop_skilloffset)
708                         wpcost_update = true;
709                 if(skill < autocvar_bot_ai_bunnyhop_skilloffset && autocvar_skill >= autocvar_bot_ai_bunnyhop_skilloffset)
710                         wpcost_update = true;
711
712                 skill = autocvar_skill;
713                 if (wpcost_update)
714                         waypoint_updatecost_foralllinks();
715         }
716
717         bot_calculate_stepheightvec();
718         bot_navigation_movemode = ((autocvar_bot_navigation_ignoreplayers) ? MOVE_NOMONSTERS : MOVE_NORMAL);
719
720         if(time > autoskill_nextthink)
721         {
722                 float a;
723                 a = autocvar_skill_auto;
724                 if(a)
725                         autoskill(a);
726                 autoskill_nextthink = time + 5;
727         }
728
729         if(time > botframe_nextthink)
730         {
731                 if(!bot_fixcount())
732                         botframe_nextthink = time + 10;
733         }
734
735         if(botframe_spawnedwaypoints)
736         {
737                 if(autocvar_waypoint_benchmark)
738                         localcmd("quit\n");
739         }
740
741         if (currentbots > 0 || autocvar_g_waypointeditor || autocvar_g_waypointeditor_auto)
742         if (botframe_spawnedwaypoints)
743         {
744                 if(botframe_cachedwaypointlinks)
745                 {
746                         if(!botframe_loadedforcedlinks)
747                                 waypoint_load_links_hardwired();
748                 }
749                 else
750                 {
751                         // TODO: Make this check cleaner
752                         IL_EACH(g_waypoints, time - it.nextthink > 10,
753                         {
754                                 waypoint_save_links();
755                                 break;
756                         });
757                 }
758         }
759         else
760         {
761                 botframe_spawnedwaypoints = true;
762                 waypoint_loadall();
763                 waypoint_load_links();
764         }
765
766         if (bot_list)
767         {
768                 // cycle the goal token from one bot to the next each frame
769                 // (this prevents them from all doing spawnfunc_waypoint searches on the same
770                 //  frame, which causes choppy framerates)
771                 if (bot_strategytoken_taken)
772                 {
773                         // give goal token to the first bot without goals; if all bots don't have
774                         // any goal (or are dead/frozen) simply give it to the next one
775                         bot_strategytoken_taken = false;
776                         entity bot_strategytoken_save = bot_strategytoken;
777                         while (true)
778                         {
779                                 if (bot_strategytoken)
780                                         bot_strategytoken = bot_strategytoken.nextbot;
781                                 if (!bot_strategytoken)
782                                         bot_strategytoken = bot_list;
783
784                                 if (!(IS_DEAD(bot_strategytoken) || STAT(FROZEN, bot_strategytoken))
785                                         && !bot_strategytoken.goalcurrent)
786                                         break;
787
788                                 if (!bot_strategytoken_save) // break loop if all the bots are dead or frozen
789                                         break;
790                                 if (bot_strategytoken == bot_strategytoken_save)
791                                         bot_strategytoken_save = NULL; // looped through all the bots
792                         }
793                 }
794
795                 if (botframe_nextdangertime < time)
796                 {
797                         float interval;
798                         interval = autocvar_bot_ai_dangerdetectioninterval;
799                         if (botframe_nextdangertime < time - interval * 1.5)
800                                 botframe_nextdangertime = time;
801                         botframe_nextdangertime = botframe_nextdangertime + interval;
802                         botframe_updatedangerousobjects(autocvar_bot_ai_dangerdetectionupdates);
803                 }
804         }
805
806         if (autocvar_g_waypointeditor)
807                 botframe_showwaypointlinks();
808
809         if (autocvar_g_waypointeditor_auto)
810                 botframe_autowaypoints();
811
812         if(time > bot_cvar_nextthink)
813         {
814                 if(currentbots>0)
815                         bot_custom_weapon_priority_setup();
816                 bot_cvar_nextthink = time + 5;
817         }
818 }